Death message was sometimes showing incorrectly due to spawn delay.
Also the sched_corpses two minute loop was occasionally deleting bodies
right away because bodyName setVariable was delayed by the time it took
PVDZ_plr_death to send (up to a few seconds). See #1825
* player_onPause fixes
Properly displays the right message now for why you can't abort.
* Door Management/Plot Management isServer changes
Removes isServer, these are run on the client only so no need for this.
* dayz_server private tags
Fix a few missing private tags and remove a _forEachIndex tag.
Remove unused 1.0.5.1 dayz_server.pbo as it's no longer valid/needed
Vanilla commit:
804445830f
This was exiting with 0 damage if _hit=="". It accounts for vehicles not
being damaged at all when crashing full speed into walls. It was also
causing the player to sometimes glitch out of the vehicle or into the
ground when crashing as you noticed before @icomrade.
Also fixed driver getting a humanity hit for damaging passengers in
crash. Reverting 22b2a3a since this is more reliable.
The player who died is colored red and the killer is colored green. The
weapon now points in the direction of the player who died.
Also reverted 66fd5be since it did not help. It is already done globally
in player_death.sqf anyway. I tested again and this actually fixes the
problem.
This prevents "player combat logged" message after a player dies. The
alive check should prevent this in onPlayerDisconect, but it is
apparently unreliable or slow to update.
MPHit does not always fire when a player is killed:
https://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#MPHit
Using either MPHit or MPKilled is not a good idea here. There is already
a local 'killed' event handler which fires on player death
(player_death.sqf). That script sends a PV (priority message) to the
server which triggers server_playerDied. That means fnc_plyrHit needed
to finish sending its data to the server via public setVariables
(non-priority messages) before server_playerDied executed. Triggering
both these scripts at the same time was a bad idea.
Instead of sending the data to the server via setVariable I just
included it in PVDZ_plr_Death. This also lets us pass extra information
from the damage handler like ammo type, cause of death, etc. Still need
to test, but it should be more reliable and performant than
fnc_playerHit called from MPHit or MPKilled.
unused dayz_disco variables commented out
player sync already does 10m nearby gear update so only perform if no
sync was.
moved dayz_recordlogin to under !isNull _object check to prevent db call
if player isnull.
+ [CHANGED] Can now fill empty fuel barrels on standard fuel tanks.
+ [CHANGED] Increased range of crafting from 2m to 3m
+ [FIXED] Removed repair action from tow truck with VIL_asistvan_DZE
+ [ADDED] Tow truck VIL_asistvan_DZE can tow vehicles that fit within
the bounding box of the model.
+ [ADDED] Ability for fuel trucks to fill nearby vehicles 30m when
engine is running.
+ [CHANGED] Reworked Epoch events scheduler and made it more accurate.
+ [REMOVED] Road debris no longer spawn loot, helps with performance and
we have added extra loot positions in the world.
+ and more